This is my first contribution to this exciting project! Thanks so much for your wonderful work. If there is anything that I can improve about this PR, please let me know :)
# Objective
- Fixes#2899
- If a simple one-off command is needed to be added within a System, this simplifies that process so that we can simply do `commands.add(|world: &mut World| { /* code here */ })` instead of defining a custom type implementing `Command`.
## Solution
- This is achieved by `impl Command for F where F: FnOnce(&mut World) + Send + Sync + 'static` as just calling the function.
I am not sure if the bounds can be further relaxed but needed the whole `Send`, `Sync`, and `'static` to get it to compile.
# Objective
A user on Discord couldn't derive SystemParam for this Struct:
```rs
#[derive(SystemParam)]
pub struct SpatialQuery<'w, 's, Q: WorldQuery + Send + Sync + 'static, F: WorldQuery + Send + Sync + 'static = ()>
where
F::Fetch: FilterFetch,
{
query: Query<'w, 's, (C, &'static Transform), F>,
}
```
## Solution
1. The `where`-clause is now also copied to the `SystemParamFetch` impl Block.
2. The `SystemParamState` impl Block no longer gets any defaults for generics
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
# Objective
Fixes#3566
## Solution
- [x] Fix broken links in private docs.
- [x] Add the `--document-private-items` flag to the CI.
## Note
The following was said by @killercup in #3566:
> I don't have time to confirm this but I assume that linking to private items throws an error/warning when just running cargo doc, and --document-private-item might actually hide that warning. So to test this, you'd have to run it twice.
I tested this and this is thankfully not the case. If you are linking to a private item you will get a warning no matter if you run `cargo doc` or `cargo doc --document-private-items`.
### Example
I added `struct Test;` to `bevy_core/src/name.rs` and linked to it inside of a doc comment using ``[`Test`]``. After that I ran `cargo doc -p bevy_core --document-private-items` using `RUSTDOCFLAGS="-D warnings"` and got the following output (note the last sentence):
```rust
error: public documentation for `Name` links to private item `Test`
--> crates/bevy_core/src/name.rs:11:82
|
11 | /// Component used to identify an entity. Stores a hash for faster comparisons [`Test`]
| ^^^^ this item is private
|
= note: `-D rustdoc::private-intra-doc-links` implied by `-D warnings`
= note: this link resolves only because you passed `--document-private-items`, but will break without
```
# Objective
Currently, simply calling `iter` on an event reader will mark all of it's events as read, even if the returned iterator is never used
## Solution
With this, the cursor will simply move to the last unread, but available event when iter is called, and incremented by one per `next` call.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Calling .id() has no purpose unless you use the Entity returned
- This is an easy source of confusion for beginners.
- This is easily missed during refactors.
## Solution
- Mark the appropriate methods as #[must_use]
# Objective
Emitting compile errors produces cleaner messages than panicking in a proc-macro.
## Solution
- Replace match-with-panic code with call to new `bevy_macro_utils::get_named_struct_fields` function
- Replace one use of match-with-panic for enums with inline match
_Aside:_ I'm also the maintainer of [`darling`](https://docs.rs/darling), a crate which provides a serde-like API for parsing macro inputs. I avoided using it here because it seemed like overkill, but if there are plans to add lots more attributes/macros then that might be a good way of offloading macro error handling.
# Objective
- Fixes#3616
## Solution
- As described in the issue, documentation for `iter_manual` was copied from `iter_combinations` and did not reflect the behavior of the method. I've pulled some information from #2351 to create a more accurate description.
# Objective
- Removes warning about accidently inserting bundles with `EntityCommands::insert`, but since a component now needs to implement `Component` it is unnecessary.
# Objective
This PR extends the `Events` documentation by:
- informing user about the possible race condition
- explicitly explaining the unusual double buffer implementation
Fixes#3305
Co-authored-by: MiniaczQ <jakub.motyka.2000@gmail.com>
Co-authored-by: MiniaczQ <MiniaczQ@gmail.com>
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_ecs` crate.
# Objective
- Fixes#1920.
- Users often want to know how to get the values of removed components (#1655).
- Stand-alone `bevy_ecs` behavior is very unintuitive, as `World::clear_trackers()` must be manually called.
- Fixes#2999 by extending the existing test (thanks @hymm for pointing me to it) to be clearer and check for component removal as well.
## Solution
- Better docs!
- Better tests!
# Objective
Remove the `StorageType` parameter from `ComponentDescriptor::new_resource` as discussed in #3361.
- fixes#3361
## Solution
- Parameter removed.
- Basic docs added.
## Note
Left a [comment](https://github.com/bevyengine/bevy/issues/3361#issuecomment-996433346) about `SparseStorage` being the more reasonable choice.
Co-authored-by: r4gus <david@thesugar.de>
Dynamic types (`DynamicStruct`, `DynamicTupleStruct`, `DynamicTuple`, `DynamicList` and `DynamicMap`) are used when deserializing scenes, but currently they can only be applied to existing concrete types. This leads to issues when trying to spawn non trivial deserialized scene.
For components, the issue is avoided by requiring that reflected components implement ~~`FromResources`~~ `FromWorld` (or `Default`). When spawning, a new concrete type is created that way, and the dynamic type is applied to it. Unfortunately, some components don't have any valid implementation of these traits.
In addition, any `Vec` or `HashMap` inside a component will panic when a dynamic type is pushed into it (for instance, `Text` panics when adding a text section).
To solve this issue, this PR adds the `FromReflect` trait that creates a concrete type from a dynamic type that represent it, derives the trait alongside the `Reflect` trait, drops the ~~`FromResources`~~ `FromWorld` requirement on reflected components, ~~and enables reflection for UI and Text bundles~~. It also adds the requirement that fields ignored with `#[reflect(ignore)]` implement `Default`, since we need to initialize them somehow.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- While reading code, found some queries that are `mut` and not used as such
## Solution
- Remove `mut` when possible
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- Storages are used to store the ECS data.
- They're undocumented.
## Solution
- Add some very basic docs.
## Notes
- Some of this was hard to immediately understand when reading the code, so suggestions on improvements / things to add are particularly welcome.
Fixes#2566Fixes#3005
There are only READMEs in the 4 crates here (with the exception of bevy itself).
Those 4 crates are ecs, reflect, tasks, and transform.
These should each now include their respective README files.
Co-authored-by: Hoidigan <57080125+Hoidigan@users.noreply.github.com>
Co-authored-by: Daniel Nelsen <57080125+Hoidigan@users.noreply.github.com>
# Objective
I thought I'd have a go a trying to fix#2597.
Hopefully fixes#2597.
## Solution
I reused the memory pointed to by the value parameter, that is already required by `insert` to not be dropped, to contain the extracted value while dropping it.
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
Fills in some gaps we had in our Bevy ECS tracing spans:
* Exclusive systems
* System Commands (for `apply_buffers = true` cases)
* System archetype updates
* Parallel system execution prep
# Objective
- New clippy lints with rust 1.57 are failing
## Solution
- Fixed clippy lints following suggestions
- I ignored clippy in old renderer because there was many and it will be removed soon
A sample implementation of how to have `iter()` work on mutable queries without breaking aliasing rules.
# Objective
- Fixes#753
## Solution
- Added a ReadOnlyFetch to WorldQuery that is the `&T` version of `&mut T` that is used to specify the return type for read only operations like `iter()`.
- ~~As the comment suggests specifying the bound doesn't work due to restrictions on defining recursive implementations (like `Or`). However bounds on the functions are fine~~ Never mind I misread how `Or` was constructed, bounds now exist.
- Note that the only mutable one has a new `Fetch` for readonly as the `State` has to be the same for any of this to work
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This is a squash-and-rebase of @Ku95's documentation of the new renderer onto the latest `pipelined-rendering` branch.
Original PR is #2884.
Co-authored-by: dataphract <dataphract@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
bevy_ecs has several compile_fail tests that assert lifetime safety. In the past, these tests have been green for the wrong reasons (see e.g. #2984). This PR makes sure, that they will fail if the compiler error changes.
## Solution
Use [trybuild](https://crates.io/crates/trybuild) to assert the compiler errors.
The UI tests are in a separate crate that is not part of the Bevy workspace. This is to ensure that they do not break Bevy's crater builds. The tests get executed by the CI workflow on the stable toolchain.
# Objective
- `bevy_ecs` exposes as an optional feature `bevy_reflect`. Disabling it doesn't compile.
- `bevy_asset` exposes as an optional feature `filesystem_watcher`. Disabling it doesn't compile. It is also not possible to disable this feature from Bevy
## Solution
- Fix compilation errors when disabling the default features. Make it possible to disable the feature `filesystem_watcher` from Bevy
# Objective
- Improve error descriptions and help understand how to fix them
- I noticed one today that could be expanded, it seemed like a good starting point
## Solution
- Start something like https://github.com/rust-lang/rust/tree/master/compiler/rustc_error_codes/src/error_codes
- Remove sentence about Rust mutability rules which is not very helpful in the error message
I decided to start the error code with B for Bevy so that they're not confused with error code from rust (which starts with E)
Longer term, there are a few more evolutions that can continue this:
- the code samples should be compiled check, and even executed for some of them to check they have the correct error code in a panic
- the error could be build on a page in the website like https://doc.rust-lang.org/error-index.html
- most panic should have their own error code
Objective
During work on #3009 I've found that not all jobs use actions-rs, and therefore, an previous version of Rust is used for them. So while compilation and other stuff can pass, checking markup and Android build may fail with compilation errors.
Solution
This PR adds `action-rs` for any job running cargo, and updates the edition to 2021.
# Objective
- Bevy has several `compile_fail` test
- #2254 added `#[derive(Component)]`
- Those tests now fail for a different reason.
- This was not caught as these test still "successfully" failed to compile.
## Solution
- Add `#[derive(Component)]` to the doctest
- Also changed their cfg attribute from `doc` to `doctest`, so that these tests don't appear when running `cargo doc` with `--document-private-items`
#2605 changed the lifetime annotations on `get_component` introducing unsoundness as you could keep the returned borrow even after using the query.
Example unsoundness:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_startup_system(startup)
.add_system(unsound)
.run();
}
#[derive(Debug, Component, PartialEq, Eq)]
struct Foo(Vec<u32>);
fn startup(mut c: Commands) {
let e = c.spawn().insert(Foo(vec![10])).id();
c.insert_resource(e);
}
fn unsound(mut q: Query<&mut Foo>, res: Res<Entity>) {
let foo = q.get_component::<Foo>(*res).unwrap();
let mut foo2 = q.iter_mut().next().unwrap();
let first_elem = &foo.0[0];
for _ in 0..16 {
foo2.0.push(12);
}
dbg!(*first_elem);
}
```
output:
`[src/main.rs:26] *first_elem = 0`
Add the entity ID and generation to the expect() message of two
world accessors, to make it easier to debug use-after-free issues.
Coupled with e.g. bevy-inspector-egui which also displays the entity ID,
this makes it much easier to identify what entity is being misused.
# Objective
Make it easier to identity an entity being accessed after being deleted.
## Solution
Augment the error message of some `expect()` call with the entity ID and
generation. Combined with some external tool like `bevy-inspector-egui`, which
also displays the entity ID, this increases the chances to be able to identify
the entity, and therefore find the error that led to a use-after-despawn.
# Objective
- Fixes#2904 (see for context)
## Solution
- Simply hoist span creation out of the threaded task
- Confirmed to solve the issue locally
Now all events have the full span parent tree up through `bevy_ecs::schedule::stage` all the way to `bevy_app::app::bevy_app` (and its parents in bevy-consumer code, if any).
# Objective
- Avoid usages of `format!` that ~immediately get passed to another `format!`. This avoids a temporary allocation and is just generally cleaner.
## Solution
- `bevy_derive::shader_defs` does a `format!("{}", val.to_string())`, which is better written as just `format!("{}", val)`
- `bevy_diagnostic::log_diagnostics_plugin` does a `format!("{:>}", format!(...))`, which is better written as `format!("{:>}", format_args!(...))`
- `bevy_ecs::schedule` does `tracing::info!(..., name = &*format!("{:?}", val))`, which is better written with the tracing shorthand `tracing::info!(..., name = ?val)`
- `bevy_reflect::reflect` does `f.write_str(&format!(...))`, which is better written as `write!(f, ...)` (this could also be written using `f.debug_tuple`, but I opted to maintain alt debug behavior)
- `bevy_reflect::serde::{ser, de}` do `serde::Error::custom(format!(...))`, which is better written as `Error::custom(format_args!(...))`, as `Error::custom` takes `impl Display` and just immediately calls `format!` again
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection.
In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users.
This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them.
One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error.
Co-authored-by: = <=>
Co-authored-by: TheRawMeatball <therawmeatball@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes these issues:
- `WorldId`s currently aren't necessarily unique
- I want to guarantee that they're unique to safeguard my librarified version of https://github.com/bevyengine/bevy/discussions/2805
- There probably hasn't been a collision yet, but they could technically collide
- `SystemId` isn't used for anything
- It's no longer used now that `Locals` are stored within the `System`.
- `bevy_ecs` depends on rand
## Solution
- Instead of randomly generating `WorldId`s, just use an incrementing atomic counter, panicing on overflow.
- Remove `SystemId`
- We do need to allow Locals for exclusive systems at some point, but exclusive systems couldn't access their own `SystemId` anyway.
- Now that these don't depend on rand, move it to a dev-dependency
## Todo
Determine if `WorldId` should be `u32` based instead
Changed out unwraps to use if let syntax instead. Returning false when None.
Also modified an existing test to encompass these methods
This PR fixes#2828
This changes how render logic is composed to make it much more modular. Previously, all extraction logic was centralized for a given "type" of rendered thing. For example, we extracted meshes into a vector of ExtractedMesh, which contained the mesh and material asset handles, the transform, etc. We looked up bindings for "drawn things" using their index in the `Vec<ExtractedMesh>`. This worked fine for built in rendering, but made it hard to reuse logic for "custom" rendering. It also prevented us from reusing things like "extracted transforms" across contexts.
To make rendering more modular, I made a number of changes:
* Entities now drive rendering:
* We extract "render components" from "app components" and store them _on_ entities. No more centralized uber lists! We now have true "ECS-driven rendering"
* To make this perform well, I implemented #2673 in upstream Bevy for fast batch insertions into specific entities. This was merged into the `pipelined-rendering` branch here: #2815
* Reworked the `Draw` abstraction:
* Generic `PhaseItems`: each draw phase can define its own type of "rendered thing", which can define its own "sort key"
* Ported the 2d, 3d, and shadow phases to the new PhaseItem impl (currently Transparent2d, Transparent3d, and Shadow PhaseItems)
* `Draw` trait and and `DrawFunctions` are now generic on PhaseItem
* Modular / Ergonomic `DrawFunctions` via `RenderCommands`
* RenderCommand is a trait that runs an ECS query and produces one or more RenderPass calls. Types implementing this trait can be composed to create a final DrawFunction. For example the DrawPbr DrawFunction is created from the following DrawCommand tuple. Const generics are used to set specific bind group locations:
```rust
pub type DrawPbr = (
SetPbrPipeline,
SetMeshViewBindGroup<0>,
SetStandardMaterialBindGroup<1>,
SetTransformBindGroup<2>,
DrawMesh,
);
```
* The new `custom_shader_pipelined` example illustrates how the commands above can be reused to create a custom draw function:
```rust
type DrawCustom = (
SetCustomMaterialPipeline,
SetMeshViewBindGroup<0>,
SetTransformBindGroup<2>,
DrawMesh,
);
```
* ExtractComponentPlugin and UniformComponentPlugin:
* Simple, standardized ways to easily extract individual components and write them to GPU buffers
* Ported PBR and Sprite rendering to the new primitives above.
* Removed staging buffer from UniformVec in favor of direct Queue usage
* Makes UniformVec much easier to use and more ergonomic. Completely removes the need for custom render graph nodes in these contexts (see the PbrNode and view Node removals and the much simpler call patterns in the relevant Prepare systems).
* Added a many_cubes_pipelined example to benchmark baseline 3d rendering performance and ensure there were no major regressions during this port. Avoiding regressions was challenging given that the old approach of extracting into centralized vectors is basically the "optimal" approach. However thanks to a various ECS optimizations and render logic rephrasing, we pretty much break even on this benchmark!
* Lifetimeless SystemParams: this will be a bit divisive, but as we continue to embrace "trait driven systems" (ex: ExtractComponentPlugin, UniformComponentPlugin, DrawCommand), the ergonomics of `(Query<'static, 'static, (&'static A, &'static B, &'static)>, Res<'static, C>)` were getting very hard to bear. As a compromise, I added "static type aliases" for the relevant SystemParams. The previous example can now be expressed like this: `(SQuery<(Read<A>, Read<B>)>, SRes<C>)`. If anyone has better ideas / conflicting opinions, please let me know!
* RunSystem trait: a way to define Systems via a trait with a SystemParam associated type. This is used to implement the various plugins mentioned above. I also added SystemParamItem and QueryItem type aliases to make "trait stye" ecs interactions nicer on the eyes (and fingers).
* RenderAsset retrying: ensures that render assets are only created when they are "ready" and allows us to create bind groups directly inside render assets (which significantly simplified the StandardMaterial code). I think ultimately we should swap this out on "asset dependency" events to wait for dependencies to load, but this will require significant asset system changes.
* Updated some built in shaders to account for missing MeshUniform fields